SD Rules | |
SECTION 1: TEAM RULES | |
1.1TEAMS | |
All teams must have two players on their roster. No more and no less. | |
1.2TEAM SKILL LEVEL | |
Prior to the start of each session, NAPA will assign a skill level to each team. The skill level for each teams is determined by the combined sum of both player’s skill levels in the same game format, divided by two (2). The formula is as follows (SL+SL)/2. So, if one player has a skill level of 85 and his/her teammate has a skill level of 37, the team skill level will be a 61 (85+37)/2. If at any time a team’s skill level does not equate to a whole number, NAPA will round the team’s skill level to the nearest whole number, up or down. After a team’s skill level has been set, the team skill level will change after each week of play during the session, based on their performance. | |
1.3TEAM RACES | |
Races for each match are determined by each team’s skill level and how they match up on the NAPA race matrix. | |
1.4MAX TEAM SKILL LEVEL LIMIT | |
Your NAPA local league operator is allowed to set a Max Team Skill Level limit before the start of each session. If a Max Team Skill Level limit is set all teams entering the session must fall under the limit. | |
1.5SUBSTITUTIONS | |
If a team is short a player on league night, a replacement player will be allowed as long as the replacement player is an already established NAPA player with a NAPA skill level of equal or LOWER skill level than the player they are replacing. If the substituting player does not have a skill level in the game format being played, their highest NAPA skill level from any other format must be used. | |
1.6FORFEITS | |
In the event both team members are unable to play a scheduled match, the league will allow a match to be made up as long as the match is played within a two week period. If a team is unable to play on a scheduled night AND a make-up match time can not be decided upon in the two week time frame, a forfeit will be granted. | |
SECTION 2: MATCH PLAY RULES | |
2.1LAG | |
Either player on a team can shoot for the lag. Winner of the lag must take the break. No coin flipping. | |
2.2ALTERNATING SHOTS | |
During a match play, players on the same team must alternate turns after every shot, regardless if a ball is made or not. NOTE: When playing a push in either 9-ball or 10-ball, if the opposing player refuses the push, the player who played the push is still at turn. | |
2.3ORDER OF THE BREAK | |
After each game is concluded, the winning team of the concluded game must break in the next game unless you are playing Fast 8, then you would alternate. Either player on a team can perform the break even if it is not his/her turn to shoot. For example, if in the previous concluded game, player A on a team was the last player to shoot, normally it would be player B’s turn to shoot, however, since it’s the start of a new game, either player can take the break and start their alternating shots over. | |
2.4SHOOTING OUT OF TURN | |
Shooting out of turn is a ball in hand foul. | |
2.5COACHING | |
NAPA Scotch Doubles is an open coaching and open communication format. This means that both teammates on a Scotch Doubles team are allowed to communicate at all times during their turn at the table, regardless of their team skill level. Discussing strategies during each others turn at the table is highly recommended for a successful performance in a team's match. | |
SECTION 3: ALL OTHER RULES | |
3.1NAPA OFFICIAL RULES | |
Unless otherwise stated in this manual, all other NAPA Official Rules apply for the game format and league format being played. | |